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Mobile games that scratch the humor itch
We create and publish humorous mobile games by partnering with world-
renowned brands and top developers in their genre.
This enables us to launch competitive games more economically, with
increased probability of becoming Top-100 earners.
Jago Studio Pitch Deck 3
It’s obvious, gaming is a huge and growing market
Mobile gaming is the fastest growing segment, already making up 51% of all global gaming revenue
Revenue per segment of the global games market (2012-2021)1
Source: 1 Newzoo, April 2018 Quarterly update, Global games market report
$13 $18
$25
$32
$43
$56
$70
$82
$95
$106
$ 26
$ 29
$ 31
$ 32
$ 32
$ 33
$ 33
$ 33
$ 35
$ 34
$32 $30
$30
$30
$32
$33
$34
$36
$36
$40
$0
$20
$40
$60
$80
$100
$120
$140
$160
$180
$200
2012 2013 2014 2015 2016 2017 2018 2019 2020 2021
Mobile PC Console
18% 59%
Mobile gaming % share of the total market
51%
Jago Studio Pitch Deck 4
The 100th ranked game makes $83m a year
If we rank multiple games in the Top 100, the return would be spectacular
Average Net Revenue
per Month
$60m
$39m
$25m
$16m
$8.1m
$4.5m
Source: 1 AppAnnie, Worldwide, June 2018
Rank of Top
Grossing Game1
Top 5
#6 - 10
#11 - 20
#21 - 50
#51 - 100
#101 - 200
Jago Studio Pitch Deck 5
A game’s creative and technical brilliance isn’t enough to maximize potential
One big thing was missing from each of these...
10m downloads
$8.4m Net Revenue
Worldwide Lifetime to Date (LTD)
17m downloads
$3.2m Net Revenue
2m downloads
$1.9m Net Revenue
Jago Studio Pitch Deck 6
…a brand that turbo-charged the game. Brands have tremendous, emotional power
Revenue on average went up 108x after rebranding
49m downloads
$130m Net Revenue
Worldwide Lifetime to Date (LTD)
414m downloads
$1.3b Net Revenue
11m downloads
$28m Net Revenue
15x 406x 15x
Jago Studio Pitch Deck 7
Brands have three key value drivers we leverage
They drive greater spend and retention with lower acquisition costs
01
02
03
Familiarity
Drives tremendous downloads at a lower acquisition cost
Affection
Retains players for longer
Trust
Increases player spend
Jago Studio Pitch Deck 8
Publishing and development is a broken model
Developers don’t have the resources to self-publish, but publishers are sharks
•  Smaller companies used to be able to get in the Top 10. The big guys outspend to
maintain position
•  Publishers promote their own games over 3rd party titles
•  Unwilling to make riskier bets if the opportunity is not obvious
•  Indie games are creative, but lack strong commercial mind-set
•  Publishers take the lion’s share, leaving developers with little revenue
•  Independent developers survive on contract work, and lack resources to suupport
their own games
Publishers
Developers
$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$
$$$$$$$$$$$$$$$$$
1010101010101010101010
1010101010101010101010
1010101010101010101010
1010101010101010101010
1010101010101010101010
Jago Studio Pitch Deck 9
We’ve designed a smarter model
Hybrid publisher: focused on own game development, leveraging data, brands and developers
Smartstrategy
Smart partnerships
Lower acquisition costs
•  Partner with recognized brands
•  Brands co-market
•  Increase viral spread with humor Partner with top development teams
•  Leverage genre domain expertise
and pre-existing code base
•  Faster to market, more reliable (than
spinning up new dev team)
•  Skin in the game, so they are highly
motivated
Focus on smart shots on goal
•  Proven genres and game
mechanics that monetize best
•  Focus on Top-100 ranking.
Consistent shots on goal
Jago Studio Pitch Deck 10
We know how to leverage IP to make money through fun, branded games
Collectively worked with world’s largest brands including EA, Kabam, Disney, Simpsons etc
Generated $1bn+ in revenue across several brands
Digital media veteran with 20+ years’ experience
creating global brands including Club Penguin, Moshi
Monsters, Barbie, Elmo and LEGO. Led product
development for LEGO MindStorms robotics, Disney’s
virtual worlds, and VC-backed Mind Candy. He has
created games reaching over 100m users and
generated $1B+ in revenue across several brands.
Mobile RPG maven
Former Game Designer at EA for Heroes of Dragon
Age. Transitioned to Live Ops Producer and then ran
mobile hit Star Wars: Galaxy of Heroes, expanding
content from pre-launch and propelling the game
into the global Top-10 grossing charts.
35+ mobile games to market
Has brought 35+ mobile games to
market, including smash hit Kim
Kardashian: Hollywood. Published
150+ mobile game reviews and guides,
and has led game communities of
over 3 million strong. 
Award winning cartoonist
4-time Emmy Award Winning
cartoonist and writer. Credits include
Angry Birds, Sonic, Simpsons,
Flintstones, Bugs Bunny, Annoying
Orange etc. One of the founders of
Comic-Con International: San Diego
Stuart Drexler
CEO & Executive Producer
Aaron Nemoyten
Live Producer
Lián Amaris
Community & Marketing
Scott Shaw
Animation
Jago Studio Pitch Deck 11
We begin with Mobile RPGs which make more money than other genres
Mobile Role Playing Games are big, growing fast and monetize the best
$2B
in net revenues in 2017 in
our key territories2
44%
growth from 2016-2017
(2.5x market average)2
#1 ARPDAU
of any mobile game
genre (66 cents)3
Note: RPG = Role Playing Game, ARPDAU = Average Revenue Per Daily Active User. Sources: 2App Annie. Key territories are North America, Europe, Australia, Turkey and Russia, 3Survey Money Intelligence
Jago Studio Pitch Deck 12
Top 25 RPGs make $1M+ net revenue per month in the US alone. The best, over $8m
Our target zone is in the $1m to $3m a month range. Worldwide revenue would be a multiple of this
#1-2
#3-4
#5-25
$8M
$5M
$1-3M
Game rank Revenue per month
Average monthly net revenue per mobile RPG in the USA1
Source: 1 Average monthly Net Revenue (*US-Only) over the three months April-May 2018, across all mobile RPG titles (of which 117 are listed)
$0
$1,000,000
$2,000,000
$3,000,000
$4,000,000
$5,000,000
$6,000,000
$7,000,000
$8,000,000
$9,000,000
1 6 11 16 21 26 31 36 41 46 51 56 61 66 71 76 81 86 91 96 101 106 111 116
Our sweet spot
USD millions
Game rank:
Monthly revenue per game ranking
Jago Studio Pitch Deck 13
Our first mobile RPG is Garbage Pail Kids
In its heyday (80s-90s), the brand sold nearly half a billion dollars of product
•  TV show being pitched
Maintains global awareness and interest1
Source: 1 Social media mentions of Garbage Pail Kids during a recent week (June, 2018), Mention.com
•  Core fans are now 35-45 years
old with disposable income
•  Expanding licensing program
•  Global: cards have been localized
into French, German, Spanish,
Italian, Portuguese, Russian,
Finnish, Hebrew, and Japanese
•  Topps continues to sell average
1M+ card packs per year
Jago Studio Pitch Deck 14
How the game works
We monetize via in game purchases to advance faster through the game
•  Royalty % in line with market
•  Low minimum guarantee (fully paid off)
•  Exclusive gaming rights to the brand for RPG
and CCG genres, across all gaming platforms:
mobile, console, PC, VR/AR
•  Renewable terms
•  Primary: 35-45 year olds, M/F 60/40%
•  Secondary: 13-34
Target audience
Key terms with Topps:
Jago Studio Pitch Deck 15
We scale by partnering with additional, beloved humor brands
Vision is to create a publishing label with edge
Why humor? More feel-good factor
Social spin: inherent virality,
lower eCPI
Our Pipeline
Jago Studio Pitch Deck 16
Once we have launched 2 RPGs on the platform, we’ll expand to additional genres
Several genres drive significant share of revenue we want to capitalize on with our brand partners
Genre $ MM % Share Games Category Expansion Timeline
Year 1 Year 2 Year 3 Year 4 Year 5
Puzzle           1,956 24% 3x
Casino           1,609 20%
Strategy           1,446 18% 1x
RPG           1,016 12% 4x
Simulation              945 11%
Action              615 7%
Sports              304 4%
Location              163 2%
Other              162 2%
Total         $8,215 8 Games
Annual net revenue per genre in USA for trailing 12 months June1 and category expansion plan
Source: 1 App Annie, June 2018
Jago Studio Pitch Deck 17
We leverage best in market tech to release games quicker and at lower cost
Each genre requires specialty knowledge. We master it through partnering with developers
Best teams Rapid launch Incentive alignment
By engaging 3rd party
developers, we can quickly
bring the strongest teams to
bear for each genre; not
limited by single architecture
We can leverage their
expertise and pre-existing
code base to skin a game
faster and more reliably than
if building from scratch
Enroll developers with share
of back-end revenue - so they
want game to succeed as
much as we do
Jago Studio Pitch Deck 18
We create a flywheel to launch games. We mitigate risk with a portfolio strategy
The larger our portfolio of games, the more we can cross-promote to retain paying users
Brands
Games
Genres
More brands
•  More fans
•  Brand co-marketing
•  More viral sharing More games
•  More aggregate users / customers
•  Cross-promotion for better retention
across the network - opportunity to shift
users to a new game, and retain the
income
•  Efficient reuse of technology and data
sets
More genres
•  More leverage with brands: multi-
title deals
•  Broader player interest
Jago Studio Pitch Deck 19
18 month roadmap to launch first game and secure next brand
Begin production of second game in 12 months time
Launch
Strategy
Focus
Live Ops
Marketing Facebook and Mobile Advertising, Social Media, Community
Regular Events, Content & Feature Updates Throughout
Test/Iterate
Secure IP 2nd Title – Production
User Acquisition & Continual Improvement of KPIsTechnical Retention Monetization
Beta Philippines – Soft Launch (SL)
Australia (SL)
Global Launch
Window
Localize
(As needed)
Canada (SL)
2018 2019
Jul Aug Sep Oct Nov Dec Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec Nov Dec
Jago Studio Pitch Deck 20
Raising $3m to launch first game and reach profitability
Position Jago for strong series-A to scale more games with partners
•  $3M raise
•  $8M pre-money Cap
•  Runway for 12 months until cash-flow positive
$450
$1,300$281
$362
$607
Production & Live Ops Marketing
Raise related fees and expenses Short term loan repayment
G&A
$ thousands
•  Key new hires: B.I. Analyst, Customer
Support Lead
•  Soft launch in 3 territories to tune KPIs
•  Launch title worldwide
•  Generate revenue to cover ongoing
runway and new productions
•  Secure license for next game
Key Milestones
•  We are data driven, and laser focused on high monetizing players, across sticky game genres.
•  Brands have enormous recognition and sentimentality. Humorous, edgy brands stand out in
the market and drive viral growth.
•  Our unique approach to game creation enables us to launch games faster, more
economically, and with higher probability of making Top-100 grossing games.
The information presented herein does not constitute an offer or sale
of a security. Any such offer will only be made in compliance with
applicable state and federal securities laws pursuant to an offering
memorandum and related offering documents which will be provided
to qualified prospective investors. Prospective investors should review
the Jago Studios offering memorandum carefully, which includes
Important disclosures and risk factors associated with an investment
in Jago Studios. In addition, prospective investors are encouraged to
consult with their financial, tax, accounting or other advisors to
determine whether an investment is suitable for them.

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Jago Studios Pitch Deck

  • 1. Mobile games that scratch the humor itch
  • 2. We create and publish humorous mobile games by partnering with world- renowned brands and top developers in their genre. This enables us to launch competitive games more economically, with increased probability of becoming Top-100 earners.
  • 3. Jago Studio Pitch Deck 3 It’s obvious, gaming is a huge and growing market Mobile gaming is the fastest growing segment, already making up 51% of all global gaming revenue Revenue per segment of the global games market (2012-2021)1 Source: 1 Newzoo, April 2018 Quarterly update, Global games market report $13 $18 $25 $32 $43 $56 $70 $82 $95 $106 $ 26 $ 29 $ 31 $ 32 $ 32 $ 33 $ 33 $ 33 $ 35 $ 34 $32 $30 $30 $30 $32 $33 $34 $36 $36 $40 $0 $20 $40 $60 $80 $100 $120 $140 $160 $180 $200 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 Mobile PC Console 18% 59% Mobile gaming % share of the total market 51%
  • 4. Jago Studio Pitch Deck 4 The 100th ranked game makes $83m a year If we rank multiple games in the Top 100, the return would be spectacular Average Net Revenue per Month $60m $39m $25m $16m $8.1m $4.5m Source: 1 AppAnnie, Worldwide, June 2018 Rank of Top Grossing Game1 Top 5 #6 - 10 #11 - 20 #21 - 50 #51 - 100 #101 - 200
  • 5. Jago Studio Pitch Deck 5 A game’s creative and technical brilliance isn’t enough to maximize potential One big thing was missing from each of these... 10m downloads $8.4m Net Revenue Worldwide Lifetime to Date (LTD) 17m downloads $3.2m Net Revenue 2m downloads $1.9m Net Revenue
  • 6. Jago Studio Pitch Deck 6 …a brand that turbo-charged the game. Brands have tremendous, emotional power Revenue on average went up 108x after rebranding 49m downloads $130m Net Revenue Worldwide Lifetime to Date (LTD) 414m downloads $1.3b Net Revenue 11m downloads $28m Net Revenue 15x 406x 15x
  • 7. Jago Studio Pitch Deck 7 Brands have three key value drivers we leverage They drive greater spend and retention with lower acquisition costs 01 02 03 Familiarity Drives tremendous downloads at a lower acquisition cost Affection Retains players for longer Trust Increases player spend
  • 8. Jago Studio Pitch Deck 8 Publishing and development is a broken model Developers don’t have the resources to self-publish, but publishers are sharks •  Smaller companies used to be able to get in the Top 10. The big guys outspend to maintain position •  Publishers promote their own games over 3rd party titles •  Unwilling to make riskier bets if the opportunity is not obvious •  Indie games are creative, but lack strong commercial mind-set •  Publishers take the lion’s share, leaving developers with little revenue •  Independent developers survive on contract work, and lack resources to suupport their own games Publishers Developers $$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$ 1010101010101010101010 1010101010101010101010 1010101010101010101010 1010101010101010101010 1010101010101010101010
  • 9. Jago Studio Pitch Deck 9 We’ve designed a smarter model Hybrid publisher: focused on own game development, leveraging data, brands and developers Smartstrategy Smart partnerships Lower acquisition costs •  Partner with recognized brands •  Brands co-market •  Increase viral spread with humor Partner with top development teams •  Leverage genre domain expertise and pre-existing code base •  Faster to market, more reliable (than spinning up new dev team) •  Skin in the game, so they are highly motivated Focus on smart shots on goal •  Proven genres and game mechanics that monetize best •  Focus on Top-100 ranking. Consistent shots on goal
  • 10. Jago Studio Pitch Deck 10 We know how to leverage IP to make money through fun, branded games Collectively worked with world’s largest brands including EA, Kabam, Disney, Simpsons etc Generated $1bn+ in revenue across several brands Digital media veteran with 20+ years’ experience creating global brands including Club Penguin, Moshi Monsters, Barbie, Elmo and LEGO. Led product development for LEGO MindStorms robotics, Disney’s virtual worlds, and VC-backed Mind Candy. He has created games reaching over 100m users and generated $1B+ in revenue across several brands. Mobile RPG maven Former Game Designer at EA for Heroes of Dragon Age. Transitioned to Live Ops Producer and then ran mobile hit Star Wars: Galaxy of Heroes, expanding content from pre-launch and propelling the game into the global Top-10 grossing charts. 35+ mobile games to market Has brought 35+ mobile games to market, including smash hit Kim Kardashian: Hollywood. Published 150+ mobile game reviews and guides, and has led game communities of over 3 million strong.  Award winning cartoonist 4-time Emmy Award Winning cartoonist and writer. Credits include Angry Birds, Sonic, Simpsons, Flintstones, Bugs Bunny, Annoying Orange etc. One of the founders of Comic-Con International: San Diego Stuart Drexler CEO & Executive Producer Aaron Nemoyten Live Producer Lián Amaris Community & Marketing Scott Shaw Animation
  • 11. Jago Studio Pitch Deck 11 We begin with Mobile RPGs which make more money than other genres Mobile Role Playing Games are big, growing fast and monetize the best $2B in net revenues in 2017 in our key territories2 44% growth from 2016-2017 (2.5x market average)2 #1 ARPDAU of any mobile game genre (66 cents)3 Note: RPG = Role Playing Game, ARPDAU = Average Revenue Per Daily Active User. Sources: 2App Annie. Key territories are North America, Europe, Australia, Turkey and Russia, 3Survey Money Intelligence
  • 12. Jago Studio Pitch Deck 12 Top 25 RPGs make $1M+ net revenue per month in the US alone. The best, over $8m Our target zone is in the $1m to $3m a month range. Worldwide revenue would be a multiple of this #1-2 #3-4 #5-25 $8M $5M $1-3M Game rank Revenue per month Average monthly net revenue per mobile RPG in the USA1 Source: 1 Average monthly Net Revenue (*US-Only) over the three months April-May 2018, across all mobile RPG titles (of which 117 are listed) $0 $1,000,000 $2,000,000 $3,000,000 $4,000,000 $5,000,000 $6,000,000 $7,000,000 $8,000,000 $9,000,000 1 6 11 16 21 26 31 36 41 46 51 56 61 66 71 76 81 86 91 96 101 106 111 116 Our sweet spot USD millions Game rank: Monthly revenue per game ranking
  • 13. Jago Studio Pitch Deck 13 Our first mobile RPG is Garbage Pail Kids In its heyday (80s-90s), the brand sold nearly half a billion dollars of product •  TV show being pitched Maintains global awareness and interest1 Source: 1 Social media mentions of Garbage Pail Kids during a recent week (June, 2018), Mention.com •  Core fans are now 35-45 years old with disposable income •  Expanding licensing program •  Global: cards have been localized into French, German, Spanish, Italian, Portuguese, Russian, Finnish, Hebrew, and Japanese •  Topps continues to sell average 1M+ card packs per year
  • 14. Jago Studio Pitch Deck 14 How the game works We monetize via in game purchases to advance faster through the game •  Royalty % in line with market •  Low minimum guarantee (fully paid off) •  Exclusive gaming rights to the brand for RPG and CCG genres, across all gaming platforms: mobile, console, PC, VR/AR •  Renewable terms •  Primary: 35-45 year olds, M/F 60/40% •  Secondary: 13-34 Target audience Key terms with Topps:
  • 15. Jago Studio Pitch Deck 15 We scale by partnering with additional, beloved humor brands Vision is to create a publishing label with edge Why humor? More feel-good factor Social spin: inherent virality, lower eCPI Our Pipeline
  • 16. Jago Studio Pitch Deck 16 Once we have launched 2 RPGs on the platform, we’ll expand to additional genres Several genres drive significant share of revenue we want to capitalize on with our brand partners Genre $ MM % Share Games Category Expansion Timeline Year 1 Year 2 Year 3 Year 4 Year 5 Puzzle           1,956 24% 3x Casino           1,609 20% Strategy           1,446 18% 1x RPG           1,016 12% 4x Simulation              945 11% Action              615 7% Sports              304 4% Location              163 2% Other              162 2% Total         $8,215 8 Games Annual net revenue per genre in USA for trailing 12 months June1 and category expansion plan Source: 1 App Annie, June 2018
  • 17. Jago Studio Pitch Deck 17 We leverage best in market tech to release games quicker and at lower cost Each genre requires specialty knowledge. We master it through partnering with developers Best teams Rapid launch Incentive alignment By engaging 3rd party developers, we can quickly bring the strongest teams to bear for each genre; not limited by single architecture We can leverage their expertise and pre-existing code base to skin a game faster and more reliably than if building from scratch Enroll developers with share of back-end revenue - so they want game to succeed as much as we do
  • 18. Jago Studio Pitch Deck 18 We create a flywheel to launch games. We mitigate risk with a portfolio strategy The larger our portfolio of games, the more we can cross-promote to retain paying users Brands Games Genres More brands •  More fans •  Brand co-marketing •  More viral sharing More games •  More aggregate users / customers •  Cross-promotion for better retention across the network - opportunity to shift users to a new game, and retain the income •  Efficient reuse of technology and data sets More genres •  More leverage with brands: multi- title deals •  Broader player interest
  • 19. Jago Studio Pitch Deck 19 18 month roadmap to launch first game and secure next brand Begin production of second game in 12 months time Launch Strategy Focus Live Ops Marketing Facebook and Mobile Advertising, Social Media, Community Regular Events, Content & Feature Updates Throughout Test/Iterate Secure IP 2nd Title – Production User Acquisition & Continual Improvement of KPIsTechnical Retention Monetization Beta Philippines – Soft Launch (SL) Australia (SL) Global Launch Window Localize (As needed) Canada (SL) 2018 2019 Jul Aug Sep Oct Nov Dec Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec Nov Dec
  • 20. Jago Studio Pitch Deck 20 Raising $3m to launch first game and reach profitability Position Jago for strong series-A to scale more games with partners •  $3M raise •  $8M pre-money Cap •  Runway for 12 months until cash-flow positive $450 $1,300$281 $362 $607 Production & Live Ops Marketing Raise related fees and expenses Short term loan repayment G&A $ thousands •  Key new hires: B.I. Analyst, Customer Support Lead •  Soft launch in 3 territories to tune KPIs •  Launch title worldwide •  Generate revenue to cover ongoing runway and new productions •  Secure license for next game Key Milestones
  • 21. •  We are data driven, and laser focused on high monetizing players, across sticky game genres. •  Brands have enormous recognition and sentimentality. Humorous, edgy brands stand out in the market and drive viral growth. •  Our unique approach to game creation enables us to launch games faster, more economically, and with higher probability of making Top-100 grossing games.
  • 22. The information presented herein does not constitute an offer or sale of a security. Any such offer will only be made in compliance with applicable state and federal securities laws pursuant to an offering memorandum and related offering documents which will be provided to qualified prospective investors. Prospective investors should review the Jago Studios offering memorandum carefully, which includes Important disclosures and risk factors associated with an investment in Jago Studios. In addition, prospective investors are encouraged to consult with their financial, tax, accounting or other advisors to determine whether an investment is suitable for them.